Demo.Graph
Liturgist
- Joined
- Jun 17, 2018
- Messages
- 1,195
Yeah, you're correct.Weather Paradigm is +50% former speed, not +100%.
Yeah, you're correct.Weather Paradigm is +50% former speed, not +100%.
Weather Paradigm and Virtual World are probably the strongest early game projects, unless you're Impact Rover rushing, then you're better off getting Command Nexus and swamping the AI with Rovers to take THEIR SPs.
The Weather Paradigm enables making boreholes faster. This does snowball. You go ahead with one former (ideally rover chassis bu often just infantry) to make roads so you don't lose any more turns moving. You can then build and maintain more formers with the additional production. The ability to get early boreholes and condensers on the right resources is very powerful as well. Weather Paradigm is the strongest Secret Project in the game by a large margin.
Wow that would be SO strong in the hands of the Gaians and Cult. Might even make Green Economy more viable for a lot of other factions.By its effects the Manifold Harmonics secret project would be a lot more interesting if it came a lot earlier in the tech tree
I believe the Gaians get 4f/3p/3e on fungal squares at the end of the tech tree even without the Manifold Nexus. Monolith gives +2 to all on top of that, I think? It has been too long since I played the game...Wow that would be SO strong in the hands of the Gaians and Cult. Might even make Green Economy more viable for a lot of other factions.By its effects the Manifold Harmonics secret project would be a lot more interesting if it came a lot earlier in the tech tree
Darn. I need to get back into the game now... Can't believe it has been so long since I played it.Gaians get 4/4/5 w/ manifold nexus and all tech, so w/o manifold nexus it should be 3/3/3.
The problem is that like another 1/2/2 or something of that comes in the final third of the tech tree. At the start of the game Gaians w/ manifold nexus and +3 planet would only get 3/2/1. Which is... not bad, it's a better early forest (and forests are already kinda OP...), but seeing that you need to be both Gaian and green and get manifold nexus it probably wouldn't be that useful. You'd want to move at least one of those fungus nutrient resource techs earlier as well, +1 food would make everyone as good as Gaians (unfortunately without that 2/2/1 is kinda crap).
Also, don't late-game techs allow you to build improvements on top of fungus, like farms and stuff? How does this even work?
Holy shit, that's pretty weird.Yeah apparently forests do not piss off the planet, which is weird because it's a foreign invasive species. You'd think forests would anger Chiron even more than mining because you're literally out competing the natural wild-life.
Edit : So I double checked and it's even worse; Forests actually undo ecological damage. So if you build forests you actually counter act the effects of pollution and mining. So not only does introducing an invasive species not anger Chiron, the planet actually loves it. It's a really poorly implemented mechanic.
Per the wiki :
Formula
The ecological damage formula is complex:
https://civilization.fandom.com/wiki/Ecological_damage_(SMAC)
- For each base total the number of Mines, Solar Collectors, Farms, Soil Enrichers, Roads, Mag Tubes, Condensers, Mirrors, and Boreholes. Items in squares which are actually being worked count double.
- Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
- Subract 1 for each Forest.
- Halve if base has Tree Farm, and Eliminate if also has Hybrid Forest.
- Divide this value by 8, and reduce by up to 16 plus # of previous damages. Set this number aside.
- Take the number of minerals produced this turn (but not from Orbit).
- If result from 5 was reduced by less than 16+#, reduce result 6 by remaining amount.
- Divide minerals by 1 plus # of Centauri Preserve, Temple of Planet, Nanoreplicator.
- Sum the values of (5) and (8), and add +5 for each major atrocity.
- If Alpha Prime is at perihelion (20 years out of every 80), double your value.
I recall AI mods like Kyrub's and Thinker had to nerf pollution because the stronger AI was sending everyone to the depths of the ocean.I don't think forests really help, most of the pollution is gonna be done by AIs unless you are mining like 3 boreholes per base. Spamming the solar shade option should help some.